Renegade Tech 2.0 – the Rules

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Renegade Tech 2.0 – the Rules RENEGADE TECH 2.0 – THE RULES RENEGADE TECH 2.0 ‘TOTAL WARFARE’ RULES Beta Release (0.5.1) — 16 August 2014 An Alternate Damage System for the BattleTech Game Original ‘Renegade Tech’ by Frances Greenaway Second Edition by Danyel Woods, AKA “Trace Coburn” © 2014 Trace Coburn Gaming Enterprises Page 1 RENEGADE TECH 2.0 – THE RULES TABLE OF CONTENTS DISCLAIMER Page 3 VEHICLES Page 28 Developer’s Thanks Page 4 The Armour Diagram Page 28 Sources Page 4 Example: 3025 Vedette Medium Tank Page 30 Vehicles in Combat Page 30 DEVELOPER’S FOREWORD Page 5 Optional Hit-Location Table Page 31 Optional Vehicle Armour Diagram Page 32 BATTLEMECHS Page 7 Example Vehicle Armour Diagrams Page 34 The New ’Mech Sheet Page 7 Damage Effects Page 37 Internal Structure Page 8 Armour Page 9 INFANTRY Page 39 Critical Slots Page 10 Damage to Infantry Squads Page 39 Equipment Placement Page 11 Heavy Armour Page 40 Example: SHD-2H Shadow Hawk Page 14 Infantry in Combat Page 40 Anti-’Mech Infantry: Leg Attacks Page 41 COMBAT Page 15 Anti-’Mech Infantry: Swarm Attacks Page 41 Basic Weapon Templates Page 16 Optional Rule: Infantry Squads Page 41 Damage Page 17 PPCs and Even-Width Templates Page 18 BATTLE-ARMOUR INFANTRY Page 42 LRMs Page 19 Taking Damage Page 42 SRMs Page 20 Templates v. Battle-Armour Page 43 Widowed Armour Page 21 Internal Damage Page 22 SPECIAL EQUIPMENT Page 44 Ammo Explosions Page 23 Artemis-IV Fire-Control System Page 44 Critical Locations Page 23 NARC Beacon Page 45 Optional Rule: ‘Through-Armour Criticals’ Page 24 Semi-Guided LRMs Page 45 Destroying a Location Page 24 Ramming and Miscellaneous Damage Page 25 APPENDIX A: ARMOUR ROWS Page 46 Physical Attacks Damage Page 26 APPENDIX B: PHYSICAL ATTACKS Page 47 Destroying a BattleMech Page 27 APPENDIX C: VEHICLE COMPONENTS Page 51 © 2014 Trace Coburn Gaming Enterprises Page 2 RENEGADE TECH 2.0 – THE RULES DISCLAIMER: BattleTech , ’Mech, BattleMech, MechWarrior, AeroTech , Total Warfare , Tech Manual , Tactical Operations , Strategic Operations , Renegade Legion , Interceptor , Centurion , and others are registered trademarks of The Topps Company, LLC. Used without permission or malicious intent. Any use of The Topps Company, LLC copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. Renegade Legion Logo by Doug Shuler, used without permission, colourised by HikageMaru . © 2014 Trace Coburn Gaming Enterprises Page 3 RENEGADE TECH 2.0 – THE RULES THANKS TO: Firstly, to all the people at FASA for creating and publishing BattleTech and Renegade Legion , the games and universes we love so much and which bring us to this document; also to FanPro and then Catalyst Games Labs, for keeping BattleTech alive and flourishing, despite the vagaries of fate. Next, to Francis Greenaway, for crafting the first edition of Renegade Tech , doing so much to expand and polish the rules over the years, then choosing to pass the developer’s torch to me. And, of course, to everyone who played that generation of Renegade Tech and gave feedback, for your input helped hone the system into what it became. Finally, to Josh, Brian, Agustín and Brent, for letting me red-shirt them in the examples. I hope you jokers enjoy the fame while it lasts.... SOURCES: By FASA/FanPro/Catalyst Games Labs: Total Warfare , Tech Manual , Tactical Operations and Strategic Operations . Total Warfare is the basis of the modern BattleTech game, and as such the de facto basis for these rules; all alterations to game-play made in these rules are assumed to be deviations from those in Total Warfare or the other books in that series. Interceptor 2.0 , the fighter combat game of the Renegade Legion series, and to a lesser extent Centurion , the armoured-vehicle ground-combat game. The official rules for Interceptor 2.0 can be found at http://www.madcoyote.com/renleg/int/int.htm . By Cheap and Tacky Backyard Productions: The first edition of Renegade Tech forms the basis for most of these rules. Even on points where my own sense of ‘realism’ has prompted me to make alterations, the original RT informs almost everything I have done. © 2014 Trace Coburn Gaming Enterprises Page 4 RENEGADE TECH 2.0 – THE RULES DEVELOPER’S FOREWORD, SECOND EDITION Renegade Tech, Second Edition is a variant graphical damage resolution system for BattleTech, based on the games Interceptor 2.0 and Centurion , part of the Renegade Legion system of games by FASA. In this system, weapons do differing styles of damage, and each weapon has a unique damage template that is applied to a unit’s armour, which is also changed in layout to account for this. I believe I first came across the original Renegade Tech pdfs in 2008, though it may have been rather earlier; certainly I fell in love with the concept as soon as I read it. As much as I enjoy the baseline game of BattleTech , one of its core conceits is perfectly ablative armour, and though I’m just an armchair expert on military hardware, I’ve always found that particular conceit to strain my suspension of disbelief. By importing the ‘damage template’ system from Renegade Legion , Renegade Tech redressed that issue in a colourful and exciting way, introducing a degree of uncertainty and verisimilitude to damage-resolution which revitalised my sense of how battles were resolved on the tabletop. That being said, as time went on I realised that I had some issues with Renegade Tech itself, and again they boiled down to ‘verisimilitude’ and ‘game balance’. Laser-templates in Renegade Legion were narrow but deep, allowing one unit to ‘ice-pick’ another to death in one or two hits if the player was lucky enough, and this carried over into Renegade Tech . I have nothing but respect for Francis Greenaway and all those who helped him refine the First Edition over the years, but I feel this was a mistake on both the ‘realism’ and ‘balance’ fronts. Balance-wise, leaving all energy-weapons as ice-picks meant that they would become the primary weapon on almost every unit, limited only by heat issues, and all of those units which favoured ballistic or missile weapons would be more or less obsolete; the disparity only gets worse as tech-levels rise and double heat-sinks become more common. Realism-wise, this concept of beam-weapon damage meant lasers sharply limited the efficacy of BattleTech armour, which would have prompted engineers and designers in-universe to discard it in favour of something more durable at the first opportunity. In light of these issues, and another personal project which made me look at the effectiveness of 20th - and 21 st -century weapons against BattleTech ’s 29 th -century armour, I went back to the drawing-board, examined the implicit assumptions underlying the existing damage-templates, reassessed them in light of BattleTech fluff and ‘Word of God’ statements by the BattleTech developers, then made a number of changes in the templates and other mechanics of BattleTech weapons, based on a more-or-less consistent standard of what a single ‘box’ of damage actually represented. In combining those changes with the existing Renegade Tech rules-set, which builds on BattleTech gameplay mechanics, I hope that I’ve created a game-variant that is as fun as BattleTech , if not more so, while adding a new and exciting element, a greater feeling of realism, and solid reasons for the existence and use of the full range of 29 th -century weaponry. This document represents the end result of that development — at least, so far! Feel free to try this out, and any feedback or questions about why I did it the way I did or whatever are welcomed — e-mail to: Danyel Woods ( [email protected] ); please include [RTech] at the start of your subject-line. © 2014 Trace Coburn Gaming Enterprises Page 5 RENEGADE TECH 2.0 – THE RULES Note: Using this system will change the flavour of the game somewhat. For a start, as all damage is not the same, you have to make some decisions about which weapons will fire first, which can make all the difference to the target, especially when the target is already damaged. Still, I don’t believe that the game will be any less enjoyable — quite the contrary, in fact! Games will usually take about the same amount of time to play, although depending on how lucky you are with the placement of damage, games can be over quite quickly. This rulebook and the accompanying Record Sheet file are all you need to be able to use this alternate damage system. If playing outside of 3025 (‘Tech Level D’) technology, then a copy of the relevant Weapons Book may also be useful, as it contains the templates for a large number of weapons and ammunition options found in current BattleTech supplements. Of course, a copy of BattleTech is still needed to be able to play. For further information, latest versions, complete ’Mech statistics and more, please visit the home of Renegade Tech, Second Edition at: http://ourbattletech.com/downloads/ (Central archive of downloads, including Renegade Tech ) http://www.ourbattletech.com/forum/virginia-war (forum for my BattleTech AU, including RT2 ’s ‘assumed setting’) © 2014 Trace Coburn Gaming Enterprises Page 6 RENEGADE TECH 2.0 – THE RULES BattleMechs The New Mech Sheet: To be able to use Renegade Tech, you must fill out a new BattleMech Armour Diagram (which is shown below for Standard ’Mech designs). This new diagram replaces the armour and internal structure diagrams, as well as the critical location charts from the original ’Mech sheet.
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